[Class Rep] Dragonknight Feedback Thread

  • ak_pvp
    ak_pvp
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    Xvorg wrote: »
    Guys, I am SICK of poison dmg suggestions. It was never a good idea to start with and it will never be a good idea unless ZoS brings a complete weapon line based on poison dmg (melee) or makes the poison status something way more useful that a couple of ticks (disease dmg gives minor defile, frost minor maim and shock minor vulner, not to mention bleeds that go through mitigation). Burning status is better than the poison status, and burning is crap. So ZoS gave DKs not only the worst passives in the game, but also the 2 worst dmg elements that bring nothing to the table. Maybe they have done sometghing with combustion, related to regain resources when the status is up, but with a 5 secs CD is little what they can help.

    So, what would I do to make those statuses useful for DKs? I would simple make them a little bit stronger (50%), while reworking WiR: Poison and dmg status increase their dmg up to a 300% while effecting enemies under the 50% health

    That's WORLD IN RUIN, that's a dot, that's the execute DKs should have... and that makes the charged trait a desirable trait for DKs

    That is very OP. Even with a steady increase that would be mental strong. Normal executes have that level of ramp up due to their lower base values, something of that level would be insane on a normal ability, that is why DW execute passives are quite low.

    Honestly, I wish they'd just change the damage types, poison, disease and physical to slashing, blunt and piercing. Slashing would be swords and axes, and proc a dot equivalent damage to poisoned. Blunt would be maces, equivalent of disease, and could proc trauma small dot+defile, piercing would be bows and daggers, and be equivalent to current generic physical damage.

    The whole concept of poison/disease would be removed, and changed to the types above, but factoring in logic so it wouldn't necessarily be just a name change. I.e. dawnbreaker would become blunt, venomous would be slashing and have a slashing dot, snipe would be piercing, and have a piercing dot.

    DW and 2h would change depending on the weapon you have. Twin blade/blunt and its 2h equivalent would stay the same.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • D0ntevenL1ft
    D0ntevenL1ft
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    Make one of the inhale morphs stam and make it give major fracture so we dont have to slot and waste a spot for peasant breath.

    Gives us fracture and the possibility of stam burst. Wardens have it along with many other things why cant DKs get one?
  • Vesper_BR
    Vesper_BR
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    All right. Getting back on point here.

    Stamina DK suggestions:

    -Make Choking Talons poison damage (so it can benefit from World in Ruin passive)
    -Make Deep Breath poison damage (so it can benefit from World in Ruin passive)
    -Change Venomous Claw to minor vulnerability (to one target at a time) instead of the DOT increase (because see below)

    Magicka DK suggestions:

    -Make Stone Giant flame damage
    -Change Volatile armor damage return to flame damage instead of magic damage
    -Change Empowering Chains from empower to minor berserk on the next attack


    Suggestions that effect both Stam and Mag DK:

    -Give Reflective Scale a 1.5 second snare immunity
    -Change Elder Dragon to max health vs health recovery
    -Revert Flames of Oblivion back to its old style and scale off higher resource (so it does AOE poison or flames)
    -Convert Warmth to 10/20 vice 15/30 and add "Damage Over Time increases by 10% every 2sec for enemies below 50% health"


    VESPER BR - MAGICKA DRAGONKNIGHT - GRAND OVERLORD + FLAWLESS CONQUEROR (1070 CP / 01-01-2018)
    XBOX ONE - NA - EBONHEART PACT BRASIL
  • Ragnarock41
    Ragnarock41
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    @WhiteNoiseMaker truth is, stamDK desperately lacks identitiy and nobody knows what to fill that gap with.(It performs kinda ok in PvP right now, its not horrificly unplayable or anything, But something is definitely missing. Its not rewarding nor exciting to play one.) Everybody(including myself) is trying to pull the class to a place where they would like it to be, which is a bit chaotic and scary.
    Pain point, Igneous Weapons. It only affects 6 people, it costs half my magicka pool, the players that could use it are missing so many light attacks that it isn't changing much, the other players just don't need it. I want major brut but this skill is not good.

    I do believe that igneous weapons could use a total rework, making it a new poison based ability, 20 second cooldown with roughly half of the cost(still costs magicka cus utility) and 3 bonuses:

    1. major brutality on cast for 20 seconds
    2. A passive buff for slotting the ability, possibly somehing like poison damage on light attacks. Works as long as the ability is casted, similar to Warden's lotus flower. Thus saving you a bar space. Double barring an utility spell is a no no.
    3. A buff to nearby group members, giving them increased poison-disease damage?(just an idea. Stamina Dk could offer more buffs to the group to be actually useful, as of right now the minor brutality buff is provided better by magicka Dks, and noxious breath is outperformed by warden sub assault, as we mentioned in previous posts.)

    I do hope my point is understood. Some people might have even better ideas for this ability , if that is the case I do not say that mine is the best idea, I just think that this ability and both of its morphs are really outdated and asking for a change.

    @Quantum_V , I do hope you consider this. Even if my idea is not the best, its pretty obvious that igneous weapons abiliy is in a very bad shape.
    Edited by Ragnarock41 on June 29, 2018 3:26PM
  • Skoomah
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    Stamina Whip please! Dizzy swing as a spammable sucks!
  • Ragnarock41
    Ragnarock41
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    Skoomah wrote: »
    Stamina Whip please! Dizzy swing as a spammable sucks!

    dizzy swing is only as good as your opponents skill level. Surely there is a skill involved in mastering the dizzy weave techique and it is not a bad ability in group play since one CC from a friendly means you get to land your swing, but in the end of the day, Its your target's skill that determines if you're gonna hit your swing or not. Part of the issue is that swing leaves you defenceless, blocking or dodging means cancelling the ability, which will make your life a pain,and worse, you need to make sure you have LOS of the target to hit it too.

    As I mentioned 20000000 times before, they could simply solve this issue by making wrecking blow a replica of suprise attack(instant cast so you can actually weave it), giving everyone a good spammable option.

    oh, but sure. stam whip would do the same trick I guess.
    Edited by Ragnarock41 on June 29, 2018 3:44PM
  • Skoomah
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    I want to feel like a DK. Give us stamina Whip!
  • Savos_Saren
    Savos_Saren
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    Vesper_BR wrote: »
    All right. Getting back on point here.

    Stamina DK suggestions:

    -Make Choking Talons poison damage (so it can benefit from World in Ruin passive)
    -Make Deep Breath poison damage (so it can benefit from World in Ruin passive)
    -Change Venomous Claw to minor vulnerability (to one target at a time) instead of the DOT increase (because see below)

    Magicka DK suggestions:

    -Make Stone Giant flame damage
    -Change Volatile armor damage return to flame damage instead of magic damage
    -Change Empowering Chains from empower to minor berserk on the next attack


    Suggestions that effect both Stam and Mag DK:

    -Give Reflective Scale a 1.5 second snare immunity
    -Change Elder Dragon to max health vs health recovery
    -Revert Flames of Oblivion back to its old style and scale off higher resource (so it does AOE poison or flames)
    -Convert Warmth to 10/20 vice 15/30 and add "Damage Over Time increases by 10% every 2sec for enemies below 50% health"


    That guy sounds like he's offering fair, thoughtful suggestions. I bet he's got great hair, too.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Skullstachio
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    Two Pain points.
    1. With spiked armour: activating it grants major ward and major resolve for the duration while also dealing magic damage to direct damage attackers, make the magic damage return a slotted bonus instead of working while active as the damage dealt from it when being hit by a direct damage attack is very small and in a way, kind of underwhelming, even more in PvE, either that or improve the magic damage done to allow this move to be more viable for Tank builds Overall.
    2. World in Ruin: Instead of Increasing the damage of Poison & Flame AoE abilities by 3/6%, Make it Identical to the Sorcerers Implosion Passive but with greater orientation around flame and poison damage, idea below:
      Volatile Malignance(1/2 & 2/2): When you deal Flame Damage, you have a 3%/6% chance to Incinerate enemies under 30% Health, dealing 4372 Flame Damage over 4 seconds, Occurring once every 4 seconds per enemy. When you deal Poison Damage, you have a 3%/6% chance to Liquify enemies under 30% Health, dealing 5872 Poison Damage over 6 seconds, Occurring once every 6 seconds per enemy.

    Those are my thoughts for these two pain points regarding spiked armour and world in ruin.
    Edited by Skullstachio on July 2, 2018 2:13PM
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • TrinityBreaker
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    Alpha-Lupi wrote: »
    Two Pain points.
    1. With spiked armour: activating it grants major ward and major resolve for the duration while also dealing magic damage to direct damage attackers, make the magic damage return a slotted bonus instead of working while active as the damage dealt from it when being hit by a direct damage attack is very small and in a way, kind of underwhelming, even more in PvE, either that or improve the magic damage done to allow this move to be more viable for Tank builds Overall.
    2. World in Ruin: Instead of Increasing the damage of Poison & Flame AoE abilities by 3/6%, Make it Identical to the Sorcerers Implosion Passive but with greater orientation around flame and poison damage, idea below:
      Volatile Malignance(1/2 & 2/2): When you deal Flame Damage, you have a 3%/6% chance to Incinerate enemies under 30% Health, dealing 4372 Flame Damage over 4 seconds, Occurring once every 4 seconds per enemy. When you deal Poison Damage, you have a 3%/6% chance to Liquify enemies under 30% Health, dealing 5872 Poison Damage over 6 seconds, Occurring once every 6 seconds per enemy.


    Those are my thoughts for these two pain points regarding spiked armour and world in ruin.

    My four DKs will absolutely love these ideas and you long time.
    Ebonheart for life.
    Xbox NA
    I am Dog Star.

    Khajiit Stam Sorc - Ji'saad Ranajiradh AR 30
    Khajiit Mag DK - Kesjhad
    Khajiit Magblade - Ji'sava Ak'nir
    Fat Khajiit Stamplar - Dro'haniAk'nir - AR 36
    Khajiit Stam Dk - Diego Ri'jhad - AR 49
    Khajiit Magplar - Dro'nara Ak'nir
    Khajiit StamBlade - Ri'artharr Ak'nir
    Fat Khajiit Stamden - Dro'hani Warbreaker
    Argonian Stam DK - Tiberius Demetros
    Khajiit Stamplar - Diëgo Ri'jhad
    Fat Khajiit Stam DK - Drö'hani Ak'nir/Dances-With-Alkosh
    Khajiit Magden - Arctic Mayhem


  • BohnT
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    Alpha-Lupi wrote: »
    Two Pain points.
    1. With spiked armour: activating it grants major ward and major resolve for the duration while also dealing magic damage to direct damage attackers, make the magic damage return a slotted bonus instead of working while active as the damage dealt from it when being hit by a direct damage attack is very small and in a way, kind of underwhelming, even more in PvE, either that or improve the magic damage done to allow this move to be more viable for Tank builds Overall.
    2. World in Ruin: Instead of Increasing the damage of Poison & Flame AoE abilities by 3/6%, Make it Identical to the Sorcerers Implosion Passive but with greater orientation around flame and poison damage, idea below:
      Volatile Malignance(1/2 & 2/2): When you deal Flame Damage, you have a 3%/6% chance to Incinerate enemies under 30% Health, dealing 4372 Flame Damage over 4 seconds, Occurring once every 4 seconds per enemy. When you deal Poison Damage, you have a 3%/6% chance to Liquify enemies under 30% Health, dealing 5872 Poison Damage over 6 seconds, Occurring once every 6 seconds per enemy.

    Those are my thoughts for these two pain points regarding spiked armour and world in ruin.

    No more procs in this game we don't need yet another RNG mechanic in this game.
  • Anti_Virus
    Anti_Virus
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    Alpha-Lupi wrote: »
    Two Pain points.
    1. With spiked armour: activating it grants major ward and major resolve for the duration while also dealing magic damage to direct damage attackers, make the magic damage return a slotted bonus instead of working while active as the damage dealt from it when being hit by a direct damage attack is very small and in a way, kind of underwhelming, even more in PvE, either that or improve the magic damage done to allow this move to be more viable for Tank builds Overall.
    2. World in Ruin: Instead of Increasing the damage of Poison & Flame AoE abilities by 3/6%, Make it Identical to the Sorcerers Implosion Passive but with greater orientation around flame and poison damage, idea below:
      Volatile Malignance(1/2 & 2/2): When you deal Flame Damage, you have a 3%/6% chance to Incinerate enemies under 30% Health, dealing 4372 Flame Damage over 4 seconds, Occurring once every 4 seconds per enemy. When you deal Poison Damage, you have a 3%/6% chance to Liquify enemies under 30% Health, dealing 5872 Poison Damage over 6 seconds, Occurring once every 6 seconds per enemy.

    Those are my thoughts for these two pain points regarding spiked armour and world in ruin.

    Just make world in ruin deal 5% poison and flame damage.
    Power Wealth And Influence.
  • Siliziumdioxid
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    why does battle roar not work with Undo?
    Guild: Ancaria
  • BohnT
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    why does battle roar not work with Undo?

    Because undo gives you the resources you had 4 seconds ago eating battle roar resources in the process
  • reiverx
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    My two points, for magDK.

    Sustain. It's just not good enough without sacrificing too much damage. I appreciate the attempt to make it better but it is still gimped.

    This one is a bit of an outlier but I would like to see less magic damage and more fire damage. Why is all that magic damage even in there?




  • cpuScientist
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    I gave thought about this alot. And I feel I can pinpoint the 2 main pain points at least PvPwise. For this class. PvE they are always either mag or stam viable or at least good enough in dps for a while. But they no doubt have downsides others can cover, for me in talking PvP.

    In PvP with the changes and nerfs to blocking and sustain changes and nerfing changing if skills. A stamDK and somewhat magDK really is weak in 2 ways.

    Pain point 1. Very lacking self healing. StamDK had acess to major mending but that's it. All the other Stam classes have better survivability and healing. StamPlar can at least purge off many of the dots and defile on them. Stam Sorc has surge, (I play alot of Stam Sorc it's a really damn strong hot). Stam Blase can cloak to suppress dots and just reset the fight. StamWarden has hots galore and a burst heal and major mending. They are definitely not tied to simply using rally they can slot forward and still have a burst heal along with many hot heals. In terms of magDK they have a bit more heals but none are particularly good and many need to be layered on top each other. Cauterize being needed nowadays. Or if not needed at least very much should be considered.

    Pain point 2. Concrete lack of burst damage. No real way to truly burst someone down without sacrificing everything sustain and survivability for the one glorious leap then death. StamSorc can say goodbye to all their sustain because of dark deal and they get their burst through that and then implosion. But they too are a little lacking, but not as much. StamPlar has potl and jabs to play around with they can be very bursty and strong. StamBlade Omega burst, huge bow procs incap not as strong damagewise as leap but the secondary tertiary and "quadrilateral?" effects make it really good for bursting, and then a very strong chunky spammable and the ability to do all this from stealth. And then stamDen, again the new tanky class on the block with infinite possibilities, they have access to a strong chunky AOE burst ability and a good damage spammable that gives them options.

    In short. Lack of survivability and damage.

    For me it just annoyed and greatly disappointed me as a stamDK when stamDen came on the scene as tanky as stamDK but then having all the heals in the world and strong burst abilities. And with access to dawnbreaker they have an ulti that in alot of ways is better than leap, LEAP the one saving grace of a stamDK and many have swapped it for dawnbreaker anyway lol. I just cannot see what makes a stamDK any better than a stamDen or at least any situation where a stamDK could have been better. They have better wings that just gen ulti non stop, they have faaaar better heals along with access to major mending, they have better sustain, they have strong burst. All this class doesn't have is a dot, and I mean they can easily slot dual wield and get that dot if they feel they need it.

    I'm not asking to Nerf stamDen, in just saying buff StamDK make those dots matter if we have to be the dot class (which I like tbh) give us some burst to play around doesn't have to be as hard hitting as shalk and shouldn't be because we have a dot. While I wouldn't mind a class spammable I mean I'm not really feeling like that would mean as much at this point unless it we're a suprise attack level chunker of health that added some extra effect. Give us some kind of healing green dragon blood maybe or something like that, maybe allow wings to remove and grant snare immunity so we can slot rally more reliably, that would be enough for our heals tbh. The non dependance on Forward momentum would be huge for the class. Allowing for very good build diversity.

    That is all I have to say for now lol
  • Savos_Saren
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    So- a few class changes are coming in for the next PTS. Anyone want to take a guess what ZOS has in store for us? I'm hoping for:

    -Poison Choking Talons
    -Poison Deep Breath
    (This way, Stam DKs would finally get some decent use out of World In Ruin and some more class skill options!)

    -Fire Stone Giant (Magma Fist?)
    -Empowering Chains to give minor protection (Since you're pulling yourself into a crowd to get major expedition!)

    A rework of both stam/mag regen.

    (And, for our never-gonna-happen wishes of oldschool Flames of Oblivion (based off highest stam/mag pool), stamwhip, and mDK execute!)
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Ragnarock41
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    So- a few class changes are coming in for the next PTS. Anyone want to take a guess what ZOS has in store for us? I'm hoping for:

    -Poison Choking Talons
    -Poison Deep Breath
    (This way, Stam DKs would finally get some decent use out of World In Ruin and some more class skill options!)

    -Fire Stone Giant (Magma Fist?)
    -Empowering Chains to give minor protection (Since you're pulling yourself into a crowd to get major expedition!)

    A rework of both stam/mag regen.

    (And, for our never-gonna-happen wishes of oldschool Flames of Oblivion (based off highest stam/mag pool), stamwhip, and mDK execute!)

    Or maybe they could start by fixing the existing stamina morphs. Noxious is a joke, claws is outperformed by blood craze.
    Edited by Ragnarock41 on July 7, 2018 1:45AM
  • Savos_Saren
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    @Ragnarock41

    True- but I did see a lot of stamDKs asking for more stamina-based morphs to give them more "class identity". Just pitching out ideas.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Ragnarock41
    Ragnarock41
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    @Ragnarock41

    True- but I did see a lot of stamDKs asking for more stamina-based morphs to give them more "class identity". Just pitching out ideas.

    I refer to stamina DK as ''stamina something'', admittedly I took the reference from Thogard, though it fits perfectly.

    So to have an identity, it must first be a class again. One does not just slap two pathetic dots and call it a ''class''. More morphs would be a good start, but if those morphs are going to be useless garbage (example: noxious breath), then there is no point to even bother.
    Edited by Ragnarock41 on July 7, 2018 2:09AM
  • Skoomah
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    Please give us a direct damage instant cast class spammable: STAMINA WHIP
  • Harbinger_GR
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    Being a newcomer to this game (~2 months) I picked stam DK as my first char. I don't regret it but I'm truly baffled by not having a class spammable. Seems like such a major oversight, even an intern would implement one.

    So yeah, if it was up to me I'd like to see 2 changes

    1. Stamwhip
    2. Molten Armaments, major brutality please. In general molten weapons should have igneous weapons as a magicka buff (dps + heal) and molten armaments should be the stam one. I think that heavy attack damage buff could also be buffed furthermore to make heavy rotation viable. This way DK could have the heavy attack class identity. Big slow hits compared to stamblade which thematically fits light attacks. We're knights after all, not rogues.

    P.S. Goes without saying that world in ruin is super underwhelming as is.
  • Ragnarock41
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    Being a newcomer to this game (~2 months) I picked stam DK as my first char. I don't regret it but I'm truly baffled by not having a class spammable. Seems like such a major oversight, even an intern would implement one.

    So yeah, if it was up to me I'd like to see 2 changes

    1. Stamwhip
    2. Molten Armaments, major brutality please. In general molten weapons should have igneous weapons as a magicka buff (dps + heal) and molten armaments should be the stam one. I think that heavy attack damage buff could also be buffed furthermore to make heavy rotation viable. This way DK could have the heavy attack class identity. Big slow hits compared to stamblade which thematically fits light attacks. We're knights after all, not rogues.

    P.S. Goes without saying that world in ruin is super underwhelming as is.

    molten armaments needs a third effect , preferably something like lotus flower has but poison damage oriented.

    And I would say It should get some new visual effects aswell, it makes your weapons look horrible.
    Edited by Ragnarock41 on July 7, 2018 9:17PM
  • Somber97866
    Somber97866
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    1:Shorter cooldown on the burning and poison status effect resources passive
    2: EXECUTE! EXECUTE!EXECUTE
  • BohnT
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    hold up now noxious breath will deal 6% more Damage, wait i don't even use it because it's bad and with 6% more Damage it's still crap.
    i didn't expect anything and it's still ridicoulus how Nothing meaningful happens.

    Zos, stamdk is not useable at this Point in pvp, there is no reason to use it, not a single one.
  • Enslaved
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    Noxious cost way too much for its effect to be used in PvP anyways. most DKs use 1h%s anyways, and we have twice cheaper skill in there that if used 2x does more damage than stupid noxious breath.

    If zos wanted to buff this skill it would give it same effect as claw, so DoT would increase its damage over time.
    With nerfs to duration of defiles both from skill and sets, sDK, melee range nerf and similar bs, sDK became even weaker compared to now.
  • Savos_Saren
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    Well, I appreciate the buff to Wings... but nothing really seems significant. I think the Fiery Breath buff was more intended for PVE.

    I do think, however, the new set (Balorgh) might be beneficial to StamDKs. Take Flight into a crowd and spam your execute. (250 more weapon damage to your executes). :|
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Ragnarock41
    Ragnarock41
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    Well, I appreciate the buff to Wings... but nothing really seems significant. I think the Fiery Breath buff was more intended for PVE.

    I do think, however, the new set (Balorgh) might be beneficial to StamDKs. Take Flight into a crowd and spam your execute. (250 more weapon damage to your executes). :|

    Its pretty much meaningless over blood spawn. Unless you make an ult gen build the uptime will be extremely low, and if you do make an ult gen build (like medium tava's+ww hide, but no blood spawn cus you used a gimmick set) your stats will suck balls to the point it won't matter.
    Edited by Ragnarock41 on July 10, 2018 1:12AM
  • BohnT
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    Some testing on the pts with the new 'buff' to noxious breath:
    i used a high Damage build (38k stam 7.5k wpndmg) and my noxious breath dot hits for the following numbers on a target Skeleton:
    Without Points into World in Ruins: 2786 and 4513!
    With World in Ruins: 2917 and 4725!

    1. that's only an increase of 4.7% (diminishing Returns i guess)
    2. if we look at that buff in pvp on an unplayable, unuseable build that's only specced into Damage the Damage increase in pvp will be less than 100 Damage, freaking 100 Damage per tick that's not a buff that's a slap to the face for everyone hoping to see a buff
  • Enslaved
    Enslaved
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    BohnT wrote: »
    Some testing on the pts with the new 'buff' to noxious breath:
    i used a high Damage build (38k stam 7.5k wpndmg) and my noxious breath dot hits for the following numbers on a target Skeleton:
    Without Points into World in Ruins: 2786 and 4513!
    With World in Ruins: 2917 and 4725!

    1. that's only an increase of 4.7% (diminishing Returns i guess)
    2. if we look at that buff in pvp on an unplayable, unuseable build that's only specced into Damage the Damage increase in pvp will be less than 100 Damage, freaking 100 Damage per tick that's not a buff that's a slap to the face for everyone hoping to see a buff

    Id say amen but Im satanist.
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